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Posted
21 minutes ago, Wavicle said:

It is absolutely not what he’s saying. He’s not even talking about people who aren’t happy with the changes. He’s talking about the people who are being abusive. 

I'm fairly positive that in his mind not licking the heels of our glorious volunteer overlords equals heinously abusive behavior. Wouldn't be the first good ol' chap with that exact mentality up in here and it certainly won't be the last, It is what it is.

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Posted (edited)

I am sad I just learned about this. I know its a moot point because the dev's aren't looking at T9 powers any more, but I feel I have something to say so I want to add my 2 cents.

 

In reading the dev's notes on the changes I feel (remember, we have to use "I feel" statements, don't be accusatory) that the devs have spent so long thinking like devs that they forgot how to think like players.

 

Of course we want to be unkillable for 3 minutes. It feels amazing when you hit Unstoppable and go toe to toe with Lord Recluse. We just don't want the crash.

 

So take off the crash. Leave everything the same, and remove the crash. Who are we trying to impress? We don't need balance.

 

But I get it. The game would turn into "City of Unstoppable" with everyone chasing how to get it to be perma. Unstoppable is meant to be the big anime power up. Its Super Sayin, Its 4th Gear, Its Sage mode. Its meant to be used when you have nothing left. No inspirations, your healer is coming back from the hospital, Dull Pain is recharging.  You are about to die, so you hit Unstoppable. You are now unkillable as you wait for your friends to get back. It is your big last stand. You are supposed to die at the end, BUT now all you friends are back so you have time to get back on your feet. That is what its meant to represent and it does a great job at it. 

 

I can't speak to the other armor sets, but I do have a lot of experience with Invulnerability. I am the type of player who is down for anything. I'm not trying to tell the devs what to do. I loved Unstoppable. It was a big part of my build, and I would use it exactly as I described. We even had a running joke in my SG that when Unstoppable was about to wear off I would say "I'm about to drop Unstoppable" which meant they needed to back me up so I don't die. Then it became a whole thing about when is it appropriate to drop unstoppable, and how I shouldn't drop unstoppable in front of company. You know how it goes.

 

Where were we? Oh yeah, We want Unstoppable to make us unkillable for 3 minutes, but we don't want the crash at the end, but we don't want it to become a perma thing and make the whole game trivial. Here is my suggestion.

 

Make the T9 powers not affected by recharge. You can't slot recharge into it, it doesn't get recharge reduction from Hasten, it isn't affected by global recharge. Make it so the power can't be made perma. Its not something that is meant to be up all the time. Let it be there as your last resort. To me, that is enough.

Edited by legendaryjman
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Posted
On 12/5/2025 at 5:20 PM, The Curator said:

Hypnotizing Lights

  • Damage/Confuse procs should now only trigger of the confuse/damage sub-power

 

Can we also please not do this. The extra damage from this power is the only thing that ended up making the set feel worth it to me overall. If this is going to happen can we at least PLEASE get brilliant barrage fixed so the stun portion at least hits all 16 targets. Even if the power has to have the stun reduced to 2/3 duration, and then the fear hits 16 targets but lasts longer for balance reasons. But to lose the proc damage on the cone, AND have the set severely lacking this full aoe stun power is just too much, and without a doubt i would never bother playing the set again (as it is BB still should really be fixed for the full 16 targets stun, but at the very least if this is getting nerfed this NEEDS to be fixed)

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Posted
On 12/5/2025 at 5:20 PM, The Curator said:

Super Strength

  • Hand Clap
    • Recharge time reduced from 30 to 12
    • Endurance reduced from 13 to 11.856
    • Stun changed from Stack to Replace
    • This power should now accept damage enhancement and sets.
    • Power description now warns damage enhancement and sets don't work unless Unleashed Might is active.
  • Hurl
    • This power is now a narrow cone with a 10 degree arc that can hit up to 5 targets in a straight line (10 on tankers due to Overcap)
    • Damage was kept the same 
  • Rage
    • -Defense crash reduced from -20% to -10.0%
    • Added a -20% res debuff to the crash
    • NOTE: This change is meant to make the crash more equitable across all Armor pairings
  • NEW Unleashed Might
    • New Toggle power, mutually exclusive from Rage
    • While this power is active, you will gain a Scale 2.0 buff to Damage and a scale 1.25 buff to ToHit
    • The following powers will also gain additional bonuses:
      • Jab:
        • Deals an additional scale 0.204 damage
      • Punch:
        • Deals an additional 0.3 scale damage
      • Haymaker:
        • Deals an additional 0.492 scale damage
      • Knockout Blow:
        • Deals an additional 0.4447 scale damage
      • Hurl:
        • Deals an additional scale 0.492 damage
      • Foot Stomp:
        • Deals an additional scale 0.1775 damage
      • Hand Clap:
        • Becomes a front facing cone with 180 degree arc and 15ft radius
        • Has a target cap of 5 (10 on tankers due to Overcap)
        • Knocks down instead of knock back
        • Loses the 50% chance for additional mag 1 stub
        • Deals scale 1.0899 damage
        • Base Accuracy is increased from 0.8 to 1.0

Can we please Keep the hand clap reworked as a mutually exclusive option, not tied to which version of rage you choose. There are situations where i'd rather have the cone damage with regular rage, and would rather have the full aoe knockdown power with unleash might. In this respect, it also doesn't make sense for the full aoe version to not have some damage at least as well even if it's half that of the cone version. And just like sonic clap, the 5 target cap on it is way too low for it's area and should be 10 targets.

 

Likewise, thrilled about hurl. We should still have it's effect changed so it's different from hurl boulder in stone melee, and the objects you pick up should use the same mechanic that propel has in gravity control where it picks up random objects. also interesting Hurl gets this cone ability and a possible extra cone attack, yet martial arts is still lagging behind with only dragon's tail as aoe, where crane kick could easily be a small golden dragonfly like cone like hurl is getting, eagles claw could have splash damage like headsplitter is getting, and the set in general would still be much more awesome if it get spinning kick from martial assault (it, and the dom version should also be fixed to be targetted, not untargetted execution) so you could be just a flurry of spinning kick moves between dragons tail, storm kick, and spinning kick, god i want this so badly)

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Posted
16 hours ago, BigJimPringle said:

That is EXACTLY what he's saying.

People are upset about the arbitrary nerfs, the nonsensical back and forth with the t9s and the rest? Quick! Call the e-fbi, the disgruntled peasants must be brought in line before somebody somewhere starts to suspect that not all is rainbow clouds and unicorn kisses in Paragon. 
 

Quite frankly I do not see any of the "nerfs" that have been ongoing as arbitrary. I do see them as generally falling under the category of reducing the general influence of damage procs, which was announced and discussed as needing addressed for a long time.

 

Quite frankly it is an availability issue here...everybody can afford to proc out as many builds as they want just by playing due to the game, which is not a bad thing, but as designed the game makes proc monster builds extraordinary powerful. Live this was also the case, but there procs and hamis were so damn expensive as ti be out of the reach of a majority of the player base.

 

I would prefer living in a world where IOs, even the best, are generally available, and putting up with an occasional "nerf."

 

Thank you to the volunteer staff who allows us to continue playing and also attracting the occasional new player who sticks around.

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Posted

If procs have to be gutted, please increase the damage normal attacks do to sort of make up for it. you have sets/at's separated into the worthwhile and garbage categories and devs with a hardon for procs not actually making things work better. We see harder content being added whether we want it or not but less sets being suitable for it. Now that the game is being balanced for super IO builds the rest of the game needs a bit of help

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Posted
On 12/7/2025 at 5:08 PM, Glorificus said:

I'm not sure if this is what's supposed to be happening with Storm Blast, but with Storm Cell active over enemies, you see the visual FX of the lightning strikes from Storm Cell like right off the bat, but the enemies don't react and take no damage... and every second or so, more lightning strikes occur (and this is without using other powers to proc the lightning strikes).  While it's flashy and visually appealing, the fact that those strikes deal no damage and the enemies are completely unfazed and nonreactive to what appears to be getting struck by lightning is quite jarring.  Is anyone else finding this to be a bit odd?

I've gone over to the beta server and confirmed this with my Storm/Earth Blaster.  It's definitely the Storm Cell lightning, I've got Storm Cell with green colors while everything else is stock appearance.

It's just as Glorifiucs said.  In my case, the no-effect-lightning comes down on EVERY critter that's in range of Storm Cell, all in sync.  If I attack and a "real" lightning bolt procs (with damage!) I can't really tell that it has done so because it's lost in the noise.  I do see the extra damage tick, but that's it.

The new cast time for Storm Cell is very good.  Could we perhaps get the range extended?  That is, how far away from yourself you can place it.  I like the new radius (but I wouldn't say no to it being bigger still) but since it's immobile now I'd like to be able to slap it down as the team approaches, or to have the range that gives me time to better target it on the upcoming spawn.

Category Five's new size is GREAT, by the way.  C5 always feels, on live, like I need Fold Space or a tank herding critters into it or using Storm Summoning/Force Field powers to feed it more critters.  I'm hoping the new size cuts down on that feeling.

Posted
11 hours ago, ivanhedgehog said:

Now that the game is being balanced for super IO builds the rest of the game needs a bit of help

 

Nothing is being 'balanced for super IO builds'. Yes, 4 star content exists, but its not required for anything, and really just gives novelty items which have no effect on the overall game. Its an addition, not a rebalance.

Posted
On 12/5/2025 at 5:20 PM, The Curator said:

Seishinteki Kyoyo

  • Recharge increased from 60s to 90s.
  • +Endurance now delivered over 30s
  • Now grants +30% resistance to -End for 30s

 

Don't forget to include -recovery resistance to it as well. These should ALWAYS go hand in hand for any power that gets these. *stares at consume missing the -recovery resistance as well*

Posted
On 12/6/2025 at 2:18 PM, WindDemon21 said:

UM WTF!! just NO! Sentinel version is the absolute most perfect armor set and version of this. For the love of GOD please keep the absorb click for master brawler, and the absorb on practiced brawler that is way weaker? WTF again! No this power is used for mez protection, there is no way this is a good idea to have the absorb tied to this waiting to use it for that when it means not keeping it on for the mez protection. Please do NOT do this!

 

Yeah I have to agree, Devs pleas don't do this. This is just a massive nerf to all versions of Super Reflexes. 

 

There's no point for non Sentinels to take Master Brawler unless you're okay with nerfing your build just so you don't have to hit your 'Haste' button every 2 minutes and set your auto cast to your Mez Protection. 

Posted (edited)

Respectfully and lovingly, I enjoy how you can sense WindDemon coming from a mile away when nerfs hit beta. They’re true to their principles, and that’s kinda based. And when they arrive on scene it’s like “UH UH BITCH NO YOU DIDN’T” every time they quote a patch note. Excellent and enjoyable poster. Would kind of like to send them a fruit basket right now.

 

PS to my excellent handler the googmoogs i understand if this constitutes unfocused feedback.

Edited by arcane
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Posted (edited)
1 hour ago, arcane said:

 

PS to my excellent handler the googmoogs i understand if this constitutes unfocused feedback.

GooglyMooglysmile.webp.2468f18181341c4fb5eb9e25cd381507.webp

Edited by GM_GooglyMoogly
Posted
5 hours ago, Niminama said:

 

Yeah I have to agree, Devs pleas don't do this. This is just a massive nerf to all versions of Super Reflexes. 

 

There's no point for non Sentinels to take Master Brawler unless you're okay with nerfing your build just so you don't have to hit your 'Haste' button every 2 minutes and set your auto cast to your Mez Protection. 



Alternate-exclusive toggle version of Hasten pls.

Asking for a friend.

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